An Empire is a group of planets and star systems that are ruled by the same government and controlled by a single player (or AI). Empires may have a variety of governments such as a democracy, oligarchism, despotism or imperial rule.
Ethics are the most defining features of a space empire; they affect the behavior of AI empires, likely technologies, available policies and edicts, valid government types, the opinions of other empires, and - perhaps most importantly - provide the fuel for internal strife in large and diverse empires. Civics are the second-most defining features of a space empire; they affect the finer details of the empire's internal structure as well as having certain effects on the empire's behavior.
It should be noted that the name of the player empire and its government structure can always be changed in the government window.
Each empire starts with a basic setup that's modified by its origin, authority, civics, and species archetype.
Default home system[編輯 | 編輯原始碼]
The default home systems deposits total 12-13
Celestial object | Station | Deposit |
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Star | 5 | |
5 | ||
5 | ||
Preconstructed districts
Preconstructed buildings
Default buildings | Building swaps | |
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Replacement | Requirements | |
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None | |
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None | |
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None |
Origin[編輯 | 編輯原始碼]
The Origin represents the background of a species before it unified itself into an empire. In games with randomly generated AI empire most Origins are unique, meaning only one empire with that origin can be generated.
Origin | Homeworld effects | Empire effects | Requirements | Unique | DLC |
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Prosperous Unification |
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Galactic Doorstep | None | Start with a dormant Gateway which will bring the following in the first years:
If the Gateway is reactivated it unlocks the Gateway Construction technology |
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Lost Colony | Start with the Colonial Spirit homeworld modifier Homeworld does not get the +30 Habitability bonus |
An Advanced Empire with the same species and random ethics will exist in the galaxy | |
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Mechanist |
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Syncretic Evolution | Start with 12 Pops of the second species | Can create a second species with the Serviles trait | |
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Tree of Life |
Start with a Tree of Life planetary feature
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Colonies start with a Tree of Life Sapling planetary feature Enables the Transplant Tree of Life Decision Colony ships cost less Alloys but more Food Tree of Life planetary features are removed at 50 Devastation Worlds without a Tree of Life planetary feature have the following effects: |
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Resource Consolidation | Homeworld is a Machine World with no blockers Start with a Consolidated Resources planetary feature Start with an Malfunctioning Replicator Bay blocker Start with an Organic Slurry planetary feature if Driven Assimilator |
Capital star has a deposit of 10 Other home system planets are broken or molten worlds with no resource deposits |
Catalytic Processing |
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Clone Army | Start with two Ancient Clone Vat buildings After 3-5 years the Homeworld Excavation archaeological site appears Excavating the archaeological site starts the Genetic Crossroads event chain |
Can construct up to 5 Ancient Clone Vat buildings Main species has the Clone Soldier trait Admirals have the Clone Army Admiral trait Start with the Cloning technology researched Start with the Gene Banks technology researched Losing Ancient Clone Vat buildings creates Pop Decline Speed |
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Life-Seeded |
Homeworld is a size 30 Gaia world
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、 Main species has Gaia World Preference | Idyllic Bloom |
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Post-Apocalyptic | Homeworld is a Tomb World | Main species has the Survivor trait | |
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Remnants | Homeworld is a size 22 Relic World Start with 5 Ruined Arcology blockers which unlock random techs when cleared |
Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized | |
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Calamitous Birth | Start with a Massive Crater planetary feature Start with a Lithoid Crater homeworld modifier |
Can build Meteorite Colony Ships | |
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Common Ground | None | Start with Diplomacy tradition tree adopted and with the Federation tradition Start as the president of a Galactic Union Federation with two other members The two members will be Xenophile and share at least one ethic with the president There will be no Guaranteed Habitable Worlds regardless of game settings +100 Permanent Opinion to and from Federation members +50 Trust to and from Federation members |
Xenophobe Inwards Perfection |
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Hegemon | None | Start with Diplomacy tradition tree adopted and with the Federation tradition Start as the president of a Hegemony Federation with two other members The two members will be Xenophile and share at least one ethic with the president There will be no Guaranteed Habitable Worlds regardless of game settings |
Xenophobe Egalitarian Inwards Perfection |
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Doomsday | Homeworld will become a Shattered World in 35 to 45 years Start with 10 Devastation Start with the Doomsday homeworld modifier which worsens every decade |
A warning is given a year before the homeworld explodes No guaranteed habitable planets will spawn near the home system Pops can be resettled from the homeworld regardless of ethics Enables the Evacuation Protocols Edict +30% Empire Happiness for 5 years after the first planet is colonized |
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On the Shoulders of Giants | None | A random home system planet has the Ex Gravitas archaeological site Can get the On the Shoulders of Giants mid-game event chain |
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Scion | None | Start as a Scion of a +100 Opinion to and from the Overlord Overlord uses the Improve Relations diplomatic action with the Scion Start with a Wormhole leading to the Overlord's capital system Gain a more powerful gift every few decades Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire Creates a 1-system Fallen Empire if the game was started with none |
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Shattered Ring |
Homeworld is a Shattered Ring World
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Main species has Ring World Preference Can repair two other sections of the home system Start with an irreparable section with a deposit of 5 Engineering Research Start with a shattered world with a deposit of 10 Capital star has a deposit of 10 Cannot change the starting system No guaranteed habitable worlds will spawn regardless of game settings |
Idyllic Bloom |
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Void Dwellers |
Start on a size 6 habitat built over a Research deposit
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Main species has Habitat Preference
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Idyllic Bloom |
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Necrophage | Start with 12 Pops of the prepatent species Start with a Chamber of Elevation building if not Genocidal |
Main species starts with the Necrophage trait Only Necrophage Pops can be Leaders or take Ruler jobs Can construct Chamber of Elevation buildings Can use the Necrophage purge type Can create a second species Centralized Command technology starts unlocked and can be researched With Glandular Acclimation converting Pops changes habitability to their current planet's Guaranteed Habitable Worlds contain primitive civilizations advanced up to Iron Age |
Xenophile |
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Here Be Dragons | None | Start with an allied Sky Dragon leviathan A system 2 hyperlanes away will contain a Living Metal deposit |
Genocidal | ||
Ocean Paradise |
Homeworld is a size 30 Ocean world
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Main species starts with the Aquatic trait
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Unplayable origins[編輯 | 編輯原始碼]
The following origins have no effects and are not available to player empires.
Capital[編輯 | 編輯原始碼]
The capital is the ruling seat of an empire as well as the final destination for all its trade routes. An empire's capital can be moved once every 10 years for a cost of 250
The capital has its own world designation with the following effects.
Authority | Effects |
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Regular | |
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Empire size[編輯 | 編輯原始碼]
Empire Size is a measure of an empire's expansion. It is increased by 10 for each colony, 1 for each system, district and pop and 2 for each owned Branch Office. Empire Size can be affected by the following:
Note that the "per pop" effects and the "from pops" are two different categories of size reduction. Both groups are additive within themselves, but multiplicative between each other. So pops with the Docile trait with a level 1 governor in a
[math]\displaystyle{ \text{Size contribution} = \text{Base size contribution} \cdot (1 - \text{Per pop modifiers}) \cdot (1 - \text{From pop modifiers}) }[/math]
[math]\displaystyle{ \text{Size contribution} = 1 \cdot (1 - 0.10 - 0.02) \cdot (1 - 0.30 - 0.15) = 0.484 }[/math]
Each point the Empire Size above 100 increases tradition cost by +0.2% and technology cost by +0.1%. The penalty can be affected by the following authorities:
Authority | Effect |
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-25% |
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-10% |
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+25% |
Sector systems[編輯 | 編輯原始碼]
Sectors are administrative regions within an empire. Every empire will start with a core sector, named after the homeworld and extending up to four hyperlanes away from the capital. Any colonized planet more than four hyperlanes away from another sector capital can be selected to become the sector capital of a new sector, with the planet becoming marked by blue star corners on the system and galaxy maps. The new sector will extend up to four hyperlanes away from the sector capital. Wormholes and Gateways are not counted for this calculation. Each sector can have a Governor assigned to it.
All sectors, including the core sector, can be given a Sector Focus. Choosing a Sector Focus will make the sector develop itself automatically towards a given direction as long as it has resources, reducing micromanagement.
Energy credits and minerals can be added to a Shared Stockpile for all Sectors to use or given manually to each Sector. Resources transferred to sectors will be converted into a wildcard resource at a 1:1 ratio and it can be spent on planetary construction as though it were energy credits or minerals. Shared and Sector stockpiles are limited to the amount of energy credits you may store. Beyond that, it is wasted.
Relative power[編輯 | 編輯原始碼]
Relative Power is a measure of how much empires are ahead of one another in terms of resource production, fleet power or researched technologies. A Relative Power of Superior/Inferior means that an empire has 50% more (1.5x) resource production, fleet power or researched technologies and a Relative Power of Overwhelming/ Pathetic means that an empire has 150% more (2.5x) resource production, fleet power or researched technologies.
Relative Power is split into three categories: Fleet Power, Economic Power and Technology Level.
Fleet Power: The combined fleet power of every owned fleet.
- +1 per 1 Fleet Power
Economic Power: A weighted sum of all monthly income, including income from trade agreements. Monthly spending is not part of this score. The various resources are weighted the same as their base market price (base energy price for 1 unit):
- +1 per basic resources
- +2 per
消費品 - +4 per
合金 - +10 per common strategic resources
- +20 per rare strategic resources
Technology Level: 60 + the combined base Tech Cost of all researched technologies, divided by 100. Repeatables only count 0.33x as much as regular technologies.
- +60 Base Technology Level
- +0.01 per 1 base Tech Cost of all researched technologies, including repeatable technologies
The formula to calculate the overall power of an empire is: [math]\displaystyle{ \text{Overall Power} = \text{Fleet Power} * 2 + \text{Economic Power} * 3 + \text{Technology Level} * 1 }[/math]
Victory score[編輯 | 編輯原始碼]
Victory score tallies an empire's total accomplishment. The empire that has the highest score when the Victory Year arrives is declared winner. The Victory Year is configurable and can be disabled altogether. An empire will always declare victory, if it's the only one that can do so. All players may continue the game session normally even after an empire declares victory and the victory is, in practical terms, of little concern.
The Victory Window shows a total score for each empire and its ranking, as well as a breakdown by category. The categories are as follows:
Economic Strength: +1 per 1 Economic Power based on Relative Power OR +5000 if the Empire has no economy.
Technology Level: 60 +0.25 per 1 Technology Level over 60 based on Relative Power
Number of Systems: +10 per system
Number of Colonies: +50 per colony
Number of Pops: +2 per pop, regardless of type
Subject Empires: +50% of a subject empire's score is given to the overlord
Federation: +10% of each other federation member's score is shared by all federation members
Crisis Ships Killed: +10 per crisis ship destroyed
Relics Collected: Each Relic grants a large amount of score. The score of each Relic is shown on the Relics page.
Empire modifiers[編輯 | 編輯原始碼]
Empire Modifiers are gained through a variety of actions such as event choices or diplomacy with enclaves. They affect the entire empire and as such bring large benefits or penalties.
Permanent modifiers[編輯 | 編輯原始碼]
Permanent Empire Modifiers are always positive and last the entire game. They can only be gained through events.
Modifier | Effects | Source | Description | DLC |
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Market Nexus | -10% Market Fee |
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Hosts the Galactic Market Station | |
Flagellating Movement | +5% Evasion |
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We have updated our Evasive fleet stance protocols based on observations of the Space Amoebas' flagella. | |
Amoeba Hunter | +33% Damage to Space Amoebas 1000 Energy per destroyed Space Amoebas fleet |
Amoeba carcasses are rounded up after battle and their internal organs harvested for valuable organic compounds, bringing in 1000 for every fleet destroyed. | ||
Amoeboid Pacification | 行星邊界推進 Planet Border Extrusion Space Amoebas will not attack owned ships | Fleets regulate radiation venting when approaching Space Amoebas, and the spaceborne creatures no longer recognize us as a threat. | ||
Crystal Focus | +5% Energy Credits from Jobs |
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Improved transmission mediums modeled after the Crystalline Entities' unique internal structures minimize resistive losses in energy production and distribution. | |
Crystal Hunter | +33% Damage to Crystalline Entities 500 Minerals per destroyed Crystalline Entities fleet |
The shattered remains of Crystalline Entities are automatically salvaged after battle, bringing in 500 for every fleet destroyed. | ||
Crystalline Pacification | 行星邊界推進 Planet Border Extrusion Crystalline Entities will not attack owned ships | Short-wave broadcasts at certain frequencies effectively disguise our fleets as fellow Crystalline Entities, and the spaceborne creatures no longer recognize us as a threat. | ||
Drone Mining Techniques | +10% Mining Station Minerals Output |
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Using techniques derived from the Mining Drones allows us to efficiently exploit mineral veins previously not deemed worth the trouble. | |
Drone Destroyer | +33% Damage to Ancient Mining Drones |
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The Mining Drones are obviously mass-produced. A weakness found in one is a weakness found in all. | |
Void Loops | +10% Physics Research from Jobs |
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The anomalous nature of the Void Clouds open up new possibilities in physics research. | |
Cloud Destroyer | +33% Damage to Void Clouds |
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The Void Clouds' charge fluctuates in a rapid but observable cycle. Striking with precise timing dramatically destabilizes the inscrutable energies that animate the entities. | |
Sentinel Data | +20% Damage to Prethoryn Creatures |
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These detailed anatomy files on the Prethoryn were given to us by the Sentinels. With their help we have been able to identify several weak points in the exoskeletons of the Prethoryn creatures. | |
Asteroid Encryption | +1 Encryption |
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Using ancient encryption discovered inside an abandoned relay station, this empire protects their secrets. | |
Asteroid Relay Stations | +2 Planet Sensor Range +2 Planet Hyperlane Detection Range |
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This empire has started placing sensors inside asteroids of surrounding systems, granting them increased sensor range. | |
Minerals Mapping | +10% Minerals from Jobs |
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A system enabling us to quickly chart underground terrain and accurately map mineral veins. |
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Mycelial Network | +1 Codebreaking |
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Improved Mycelial Network | Base intel +10 +1 Codebreaking |
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Sage Rage | +5% Army Damage |
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Mask of Transformation | -10% Terraforming cost +10% Terraforming Speed |
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Hive Harrier | +25% Damage to the Asteroid Hives |
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Updated targeting data will allow our fleets to bombard Asteroid Hives where their surface armor is the most vulnerable. | |
Draconic Beats | +25% Damage to the Ether Drake |
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Military fleets have been instructed to fire at the Ether Drake in a specific rhythm when engaging the dragon. | |
Dreadnought Dazzler | +25% Damage to the Automated Dreadnought |
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Fleet commanders engaging the Automated Dreadnought have been instructed to target any subsystems that will impair its automation processes. | |
Portal Pacifier | +25% Damage to the Dimensional Horror |
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The portal spawned by the Dimensional Horror can be destabilized if we launch pinpoint attacks against certain weak areas. | |
Stellar Drain | +25% Damage to the Stellar Devourer |
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The Curators have instructed us to fire at the Stellar Devourer's regulatory valves in order to disperse its inner heat. | |
The Infinite Calibrator | +25% Damage to the Infinity Machine |
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The Infinity Machine's real-time threat update system has one weak spot. It cannot keep up with constant change. We will henceforth assign a crew member on each ship to constantly make calibrations to the ship guns. | |
Technology of the Divine | +5% Happiness |
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Our people are praising the gigantic spherical calculator as a sign of the Divines' true power in the world. | |
The Singularity Processor | +5% Research Speed |
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A processing unit capable of expanding upon itself. This will further enhance our research capabilities. | |
The Mirror of Knowledge | +10% Research Speed |
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We have gazed into the mirror universe of the Pantagruel black hole, enhancing our research capabilities. | |
Spectral Residue Studies | 、 +5% Physics Research Speed +5% Energy Weapons Damage +10% Energy from Jobs |
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Obtained by defeating the Spectral Wraith. Any of the three colors works. | |
Ageless | +15 years Leader lifespan |
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Aging less with Ageless... | |
Covenant: Composer of Strands | +20% Pop Growth Speed +20 years Leader Lifespan |
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We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage. There will be a price to pay. |
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Covenant: Eater of Worlds | +30% Army Morale +15% Fire Rate |
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We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage. There will be a price to pay. |
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Covenant: Instrument of Desire | +10% Resources from Jobs |
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We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage. There will be a price to pay. |
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Covenant: Whispers of the Void | +15% Research Speed +15% Monthly influence |
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We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage. There will be a price to pay. |
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Inoculated Population | +5% Pop Growth Speed +10 years Leader lifespan |
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The inoculations given to us by the Ancient Caretakers have proven of immense benefit, reducing illness and increasing the life expectancy of our population. | |
Improved Code Standards | +5% Robot output |
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The changes that the Ancient Caretakers made to our code base have turned out well, and has resulted in an permanent upgrade in resource production capabilities across our whole population. | |
Matricidal Instinct | +25% Damage to the Tiyanki Matriarch |
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There is a chink in the ancient Tiyanki Matriarch's armor, in the form of a massive unexploded proton torpedo lodged in her hide. Our fleets know how to detonate it. | |
Protective Coating | +25% Damage to the Voidspawn |
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Heeding the Curators' advice, we have covered our ships in a coating that will protect them from the Voidspawn's corrosive spittle and spikes. | |
Scavenger Slayer | +25% Damage to the Scavenger Bot |
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The Scavenger was not built on any pre-engineered design. As a result, its ramshackle construction contains a number of structural weaknesses. Any fleet made aware of them could exploit this. | |
Asteroid Thrusters | +5% Sublight Speed |
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Using ancient thrusters built for asteroids, this empire now moves faster. | |
Secrets of the Baol | -15% Terraforming cost |
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We have put the ancient knowledge of the Baol to our own use. | |
Secrets of the Cybrex | +10% Megastructure research speed |
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We have put the ancient knowledge of the Cybrex to our own use. | |
Secrets of the First League | +15% Industry research speed +10% Planet build speed |
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We have put the ancient knowledge of the First League to our own use. | |
Secrets of the Irassians | 、 +20% Biology research speed +5% Pop growth speed |
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We have put the ancient knowledge of the Irassians to our own use. | |
Secrets of the Vultaum | 、 +15% Computing research speed +10% Amenities |
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We have put the ancient knowledge of the Vultaum to our own use. | |
Secrets of the Zroni | 、 +10% Psionics research speed |
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We have put the ancient knowledge of the Zroni to our own use. | |
The Chosen of Zarqlan | +10% Spiritualist Ethics Attraction | As the chosen people of Zarqlan we can safely colonize Holy Worlds. | ||
A Life Worthwhile | +5% Happiness |
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Ever since the archaeological uncovering of an alien memorial stone, the empire's population have started to appreciate life a bit more. | |
Oracle | +10% Monthly Unity |
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The Oracle operates the empire like a well-oiled machine...when you oil her. | |
Cheap Thrills | -10% Pop Consumer Goods Upkeep +5% Happiness |
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The Evermore, originally a virtual realm in which the digitized consciousnesses of aliens lived in eternal bliss, has been repurposed into a playground for the masses. | |
Anthem of Aurora | +5% Monthly energy credits |
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The science division has managed to reproduce the ethereal hymn "sung" by an encountered aurora borealis entity. All Energy production facilities now have harmonics systems that amplifies the yield. | |
Modern Trench War | +20% Defense Army Health |
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Archaeological discoveries from a planet once besieged by gargantuan snail-like creatures has led to new and effective insight on how to utilise the environment for protection. This will improve the survivability of our armies in defensive combat against all ground assaults - even from giant space slugs! | |
Killer Microorganism | +50% Army Damage +100% Army collateral damage |
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Our armies go into battle armed with a microorganism capable of devouring the life tissue of any being with verocious speed. Of course, they cannot entirely guarantee the safety of innocent bystanders as a result of its use... | |
Shallarian Terraforming Knowledge | -10% Terraforming cost +20% Terraforming Speed |
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The ancient Shallarian nation is long-extinct, but their unparalleled knowledge of terraforming lives on in us." | |
Rudari Death Laser | +5% Energy weapons damage +5% Ship weapons range |
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As their civilization crumbled under the onslaught of enemy forces, the Rudari attempted to create a laser weapon capable of being deployed at interstellar range. Although they failed in this endeavor, their research has proved extremely useful to our own weapons specialists. | |
Studying Polarian Seeds | 、 +20% Biology research speed |
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Forced Mindfulness | +5% Monthly unity |
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During their time trapped in a deadly, lava-filled maze, our archaeology team developed a routine of mindful relaxation. The fundamental principles of this exercise is now commonly known throughout the empire. | |
Glory to the Many | +5% Monthly unity |
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An expedition marooned inside a maze full of lava temporarily lost touch with the Hive Mind. Unable to rely on the collective consciousness they suffered a brief encounter with the dreaded notion of Self; a terrifying experience that only strengthened the contempt for individualism. | |
Debug Subroutine | +5% Monthly unity |
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While temporarily isolated in a maze full of lava, our archaeology units were disconnected from the network and unable to perform their function. They developed an algorithm that allowed them to run a debug subroutine while in sleep mode. This subroutine was later uploaded and patched in to the main system. | |
Spurred by the Past | +5% Monthly unity +5% Happiness +5% Research Speed +10% Governing Ethics Attraction |
The revelation of our true past sparks motivation and a sense of purpose in our entire species. | ||
Full Circle | +10% Monthly unity +5% Happiness +5% Research Speed +20% Governing Ethics Attraction +0.5 Monthly influence |
Our empire may forever enjoy the sense of purpose and closure we acquired by helping the Benefactors of our past. | ||
Goes Around, Comes Around | +10% Monthly unity +5% Happiness +5% Research Speed +20% Governing Ethics Attraction +0.5 Monthly influence |
Our empire is enjoying the positive effects from helping and forgiving an enemy of the past. | ||
Zombie Contract Manipulation | +50% Authoritarian Ethics Attraction | This empire fiddled with their zombie workers' contracts so that it's actually impossible to get out of debt. | ||
Imperial Charter | -25% Empire Size from Branch Offices +10% Branch Office Value |
Our Imperial Charter gives us the right to open branch offices on planets throughout the Galactic Imperium, where we can establish Imperial Concession Ports. These branch office buildings generate income for both us and the ruler of the Galactic Imperium. |
Renewable modifiers[編輯 | 編輯原始碼]
Renewable Empire Modifiers last as long as an empire can afford their upkeep costs.
Unique empires[編輯 | 編輯原始碼]
The following empires can appear during the game as a result of certain events. The species' climate preference will always match its homeworld.
Empire Name | Species | Traits | Homeworld | Authority | Ethics | Civics | Requirements |
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United Nations of Earth | Human | Earth | |
Sol primitive civilization achieving FTL after spawning in Early Space Age | |||
Awoken | Awoken | |
Random | Random |
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Limbo event chain outcome | |
Subterranean Empire | Random | Random | Random | Random |
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Subterranean Civilization event chain outcome | |
Nivlac Circle | Nivlac | Random | Random |
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Impossible Organism event chain outcome | |
Namaria | Namarian | Random | |
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Ketling Star Pack | Ketling | Ruinous Core | |
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Prikkiki-Ti | Prikki | Gish | Random | Time Loop anomaly event outcome |
參考資料[編輯 | 編輯原始碼]
治理 | 帝國 • 思潮 • 政府 • 國民理念 • 政策 • 法令 • 領袖 • 派系 • 人口 • 物種權利 • 經濟 • 科技 • 傳統 • 犯罪率 |
探索 | 探索 • 地圖 • 物種 • 異常現象 • 事件 • FTL • 失落帝國 • 前超光速物種 • 先驅者 • 太空生命體 |
殖民 | 殖民 • 天體 • 行星特徵 • 行星管理 • 區劃 • 建築 • 艦船 • 恆星基地 • 巨型結構 |
外交 | 外交 • 貿易 • 附屬國 • 聯邦 • 星海共同體 • AI 性格 • 情報 |
戰爭 | 戰爭 • 太空戰 • 地面戰 • 艦船設計器 |
其它 | 特質 • 環境改造 • 種群修飾 • 奴役 • 危機 • 預設帝國 • AI 玩家 • 彩蛋 |